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Sigarda, Champion of Light

Sigarda, Champion of Light

Legendary Creature — Angel

Sigarda wants a deck that removes its creatures and brings them right back to reuse them. It also works in a deck built around Angels or Library Manipulation.

  • Mana cost1 genericgreenwhitewhite
  • White, Green ()
  • Power / toughness4 / 4
  • RarityMythic

Flying, trample

Humans you control get +1/+1.

Coven — Whenever Sigarda attacks, if you control three or more creatures with different powers, look at the top five cards of your library. You may reveal a Human creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

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Archetypes

Cards That Fit Sigarda, Champion of Light

Picked for what they do in Sigarda's deck. When two cards do the same job, the one with the lower comes first. All of them fit Sigarda's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Sigarda, Champion of Light

explain how Sigarda works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 24 Sep 2021

A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.

Wizards of the Coast 24 Sep 2021

For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.

Wizards of the Coast 24 Sep 2021

Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.

3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Sigarda, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWGPlayers write colors as letters: W for white, G for green.Blink/FlickerBlink decks briefly remove their own creatures from play and return them at once, so every 'when this enters' ability happens again. The move is called a flicker, and it can also rescue a creature from a spell aimed at it.Open the Blink/Flicker pageCard SelectionImproves what you draw rather than how much: you look at the top few cards of your library and decide what stays on top. Ponder lets you rearrange the top three, Serum Visions lets you scry, and Consider lets you surveil. It makes your draws more reliable without giving you extra cards.Open the Card Selection pageDrawDraws you extra cards. More cards means more choices every turn, and in a 100-card deck it is the main way to find the pieces you need. Rhystic Study, SkullclampOpen the Draw pageLibrary ManipulationCards that let you look at, rearrange or play from the top of your deck, so you control what you draw next.Open the Library Manipulation page